Three component formats are not very helpful, at least the Intel driver doesn't expose them as color renderable, and other drivers most likely also just emulate them using RGBX textur formats. RGB32* we have to keep though because it is needed for ARB_rbo_rgb32 which in turn is needed for OpenGL 4.0. To handle the latter, mesa/virgl will take care that RGB32* textures are only allocated as buffers objects. Reviewed-by: Gurchetan Singh <gurchetansingh at chromium.org> Signed-off-by: Gert Wollny <gert.wollny@collabora.com> Signed-off-by: Jakob Bornecrantz <jakob@collabora.com>macos/master
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